@ECHO OFF CLS ECHO ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ECHO Û Û ECHO Û Û ECHO Û King REoL proudly presents... Û ECHO Û Û ECHO Û REoL TOUGH: Armageddon! A new level to play with, for Quake II! Û ECHO Û Level Design by George J. Fiffy II. Û ECHO Û (REoL TOUGH: FOUR MORE YEARS!! FOUR MORE YEARS!!) Û ECHO Û ====================================================================== Û ECHO Û Quake II is (c)1998 id Software. All rights reserved. Û ECHO Û ---------------------------------------- Û ECHO Û If you're trying this with the Test Version, IT WON'T WORK! JUST Û ECHO Û BUY THE WHOLE GAME! Trust me, it's worth more than what you pay. :) Û ECHO Û Will work with ANY version of REGISTERED Quake II (Used 3.05). Û ECHO Û ====================================================================== Û ECHO Û Since REoL TOUGH is an International favorite everywhere (whatever), Û ECHO Û and some people complain about the way things are typed, Here are some Û ECHO Û things you'll need to know: Û ECHO Û * This doc is typed using US English, and bad grammar/spelling. :) Û ECHO Û * Things IN CAPS highlight important info, among other things. Û ECHO Û Û ECHO Û Û ECHO ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß PAUSE CLS ECHO ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ECHO Û Û ECHO Û HOW TO PLAY: Û ECHO Û -------------------------------------------------------------------------- Û ECHO Û (1) Put the level in your C:\QUAKE2\BASEQ2\MAPS directory. If you don't Û ECHO Û have that directory, make it. Maps won't run without it. Û ECHO Û (2) Start a game of Quake II as normal. Û ECHO Û (3) As the game starts up, hit ESC. Now you'll see the Quake Option Menu. Û ECHO Û (4) Hit the ~ key and enter a SKILL level, by entering SKILL X. X is the Û ECHO Û skill you want: 0 for EASY, 1 for NORMAL, and 2 for HARD. Skip the Û ECHO Û SKILL process if you're starting on NORMAL Skill, and go to Step 5. Û ECHO Û (5) Now, enter MAP 5FIFFY1 and LEAVE OFF THE.BSP EXTENTION! Enjoy! Û ECHO Û Û ECHO Û Supports Single Play, and up to 8 in Multiplayer and Deathmatch. 16 was Û ECHO Û just overwhelming for REoL TOUGH fans playing these levels of the Quake Û ECHO Û Generation. :) Û ECHO Û SORRY, NO CTF SUPPORT! Get a BSP TO MAP CONVERTER and put them in if you Û ECHO Û want it. No knowledge of this game variation whatsoever. :( Û ECHO Û Û ECHO Û (C)1998 REoL TOUGH. Modify map as you may, as long as credit for the Û ECHO Û orriginal work is given to yours truly. Û ECHO Û Û ECHO ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß PAUSE CLS ECHO ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ECHO Û Û ECHO Û Another Stupid Story: Û ECHO Û -------------------------------------------------------------------------- Û ECHO Û You and your Space Marines have done it! You've cleared out the Strogg Û ECHO Û Forces on Stroggos. Now there's just one other place to clear them from, Û ECHO Û EARTH! Yeah, they took over and killed everyone, so so they have thought! Û ECHO Û Your Earthly mission is to go a a medevil fortress they like to call Û ECHO Û Armageddon. It is believed that this is where the other half of the Strogg Û ECHO Û Army got there, but HOW?! That's all you know, and Colonel Sanders tells Û ECHO Û you the other vital information you want to know about: Û ECHO Û "We have proof, back on Earth, the Strogg took a citadel under seige as Û ECHO Û part of their Earth attack. It is believed they built a huge room around Û ECHO Û this teleport system to another planet the Strogg calls home. Your object- Û ECHO Û ive is to get in there, somehow, and go into the teleport to enter their Û ECHO Û new world, wherever that may be, and destroy the teleporter." Û ECHO Û You wander out and then you get ambushed by Strogg. Unconsious, you are Û ECHO Û taken to their other world for examination. In the end, they considered Û ECHO Û you to be nothing more than just meat for another Stroggian luncheon. The Û ECHO Û Strogg take you into their arms, and carry you through their teleporter to Û ECHO Û the citadel the Colonel told you about, but you don't know it, becuase you Û ECHO Û Û ECHO ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß PAUSE CLS ECHO ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ECHO Û Û ECHO Û are out like a light, from the brutal beating. Û ECHO Û The Strogg return to their Earthly base and gives the go-ahead to close Û ECHO Û the bridge so he can get into the castle. Once done, he caries you through Û ECHO Û what orriginally was the castle's entrance. Locking the door behind him Û ECHO Û with the RED KEY needed for access, he takes you to a 4-way atrium and Û ECHO Û leaves your body there, as he puts away the key. Unknown to anyone pat- Û ECHO Û rolling the building, you come around, and once you do, you look around Û ECHO Û and wonder where you are. Looking some more, and hearing distant grunts, Û ECHO Û you realize you are in the citadel they operate from. You remember the Û ECHO Û mission, to find that teleporter Strogg come in from their new world. Û ECHO Û After all, you need to get to that other world to destroy it! Chances are, Û ECHO Û you can't just go to the Exit and get out. You go around, and get the Û ECHO Û stuffings knocked out of you, and you see the Exit, guarded by wimps? You Û ECHO Û try the door. "Damn! I need the Red Key! Bet I have to go through this Û ECHO Û dump to get it too!" You then go in search of the Red Key, in the world Û ECHO Û you know as, Armageddon. Û ECHO Û Û ECHO Û Û ECHO Û Û ECHO Û Û ECHO ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß PAUSE CLS ECHO ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ECHO Û Û ECHO Û BUT WHY? (Section dedicated to awkward operation and other stuff.) Û ECHO Û ========================================================================== Û ECHO Û Q: I have OpenGL support, and besides some yellow and orange lights, there Û ECHO Û aren't any colored lights. Why is this? Û ECHO Û Û ECHO Û A: Either your monitor is screwed up, or you didn't really look at the Û ECHO Û lights too well. Various types of light were simulated using points of Û ECHO Û light (NOT using Surface Properties). For example, there are typical Û ECHO Û FLOURESCENT LIGHTS, which basically give off white light, but different Û ECHO Û manufacturers or bulbs don't give the exact same hue. Look around a real Û ECHO Û building. Some of them appear more redish or greenish in nature. This Û ECHO Û was captured here, either as a last-minute bulb replacement, or a ceart- Û ECHO Û ain type of bulb were used in other areas. (Where I used to work, you Û ECHO Û would see them in many hues. Quite interresting light patterns there!) Û ECHO Û The lightly reddish-yellow ones represent INCADESCENT, or HALOGEN, and Û ECHO Û the bluish-purple ones are SODIUM based. Since I DON'T have OpenGL on Û ECHO Û my system, I took a shot in the dark when creating colored lights. :) Û ECHO Û To sum it all up, I went for REALISM (how typical of me). How many Û ECHO Û authors go through this trouble, or just use Surface Properties instead? Û ECHO Û Û ECHO ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß PAUSE CLS ECHO ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ECHO Û Û ECHO Û Q: With Quake II's capabilities, many authors make GIANT levels. Why are Û ECHO Û you making yours intimate in nature? Û ECHO Û Û ECHO Û A: If you played my Quake 1 maps, they were mostly too intimate because I Û ECHO Û didn't have the memory or HD space to make huge levels. Quake II, on the Û ECHO Û other hand, has a very efficient BSP (map) structure, so memory and HD Û ECHO Û space are no problem. However, these intimate settings, you must admit, Û ECHO Û are not as close and personal (or plain in many areas) as Quake 1. Once Û ECHO Û again, it's all in realism. If in real life, we made these big struct- Û ECHO Û ures id and other authors made, they would be CONDEMNED on the spot by Û ECHO Û Building Inspectors, if they didn't COLLAPSE already! My structures more Û ECHO Û or less represent what can be built in real life, and aren't so over- Û ECHO Û whelming either. Û ECHO Û Û ECHO Û Q: In your Quake 1 maps, you had 16 player support, so WHY 8 NOW?! Û ECHO Û Û ECHO Û A: Got WAY too many complaints from Deathmatchers that the level was WAY Û ECHO Û OVERCROWDED to enjoy a 16 player fight. Keeping realistic size in Û ECHO Û account, chopping the headcount in half should make everyone happy. Û ECHO Û Û ECHO ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß PAUSE CLS ECHO ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ECHO Û Û ECHO Û Q (Player): I have a P2/400 and OpenGL support. I get 3,000FPS playing at Û ECHO Û 1600x1200. I get to a door, and it drops to a mere 1,000! Why? Û ECHO Û Û ECHO Û Q (Designer): Areas with doors go slow. Why no FUNC_AREAPORTALS? Û ECHO Û Û ECHO Û A: First off, sounding a bit arrogant, but if you have a P2 system, and Û ECHO Û get more than 2FPS fighting the End Boss in the regular game, you have Û ECHO Û no legit complaints! :) Seriously, I have a P60 and I find this under Û ECHO Û 3FPS a bit tough, and doable over that. Another thing is when I had the Û ECHO Û entire level built, I THEN figured out how FUNC_AREAPORTALS work! With Û ECHO Û the work needed to make them run (to make no slowdowns at doors) would Û ECHO Û mean to blow out a ton of walls, make new ones for adjecent areas, and Û ECHO Û rebuild it all. With all the doorways there are, I think even Bob Vila Û ECHO Û would say it's beyond repair, too much work for the job. In other words, Û ECHO Û I dug a big hole that's too big to get out of. :) Trust me, if you have Û ECHO Û a P133 or better, it's nothing to be all to concearned about. After all, Û ECHO Û remember my 3 to 7FPS average (No OpenGL, 320x240, DirectX). Û ECHO Û Û ECHO Û Û ECHO Û Û ECHO ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß PAUSE CLS ECHO ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ECHO Û Û ECHO Û Q: I go through a set of doors that aren't bound to anything. When I come Û ECHO Û in from a sharp angle, the doors don't open together, but separately. Û ECHO Û Is this a bug, or are there triggers you forgot to install? Û ECHO Û Û ECHO Û A: At first, it was an error, but I decided to leave this in. These doors, Û ECHO Û like the ones in Quake 1, actually open because YOU open them, unless Û ECHO Û there's a trigger. If you're at a huge set of pocket doors, and you were Û ECHO Û at the one on the right, near it's jam, can you open the left one? Not Û ECHO Û really. Your arms are not that long. You have to be closer to the center Û ECHO Û to make them both work. In the future, the doors will truly become Û ECHO Û "Power Assist"-style, and if you think the independant opperation is a Û ECHO Û pain in the ass now, wait until the next, and other future releases! Û ECHO Û Û ECHO Û Q: I get error messages (*something* is not a field, monster stuck in Û ECHO Û wall, etc.) when the map loads. Is this bad? Û ECHO Û Û ECHO Û A: These levels are playtested for problems. If messages appear when you Û ECHO Û start up the map, they will not affect the outcome of the game, they are Û ECHO Û just bullshit. I'll TRY to remember to prevent them before release. :) Û ECHO Û Û ECHO ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß PAUSE CLS ECHO ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ECHO Û Û ECHO Û Hints and Tips: Û ECHO Û ========================================================================== Û ECHO Û (1) All weapons are NOT in hidden areas, but are "tucked away" from plain Û ECHO Û sight. In terms of access, that is quite easy, and getting the MACHINE Û ECHO Û GUN may take some thought. Û ECHO Û Û ECHO Û (2) Your FIELD COMPUTER tells you at the START (where you were left by the Û ECHO Û Strogg), to look for a SHOTGUN. You are NOT facing the right way when Û ECHO Û the map starts (this will prove if the player read this file. Heh ;D). Û ECHO Û Û ECHO Û (3) BE CAREFUL OF TRAPS! After all, if it seems too good to be true to get Û ECHO Û an item very easilly, chances are, it is. Û ECHO Û Û ECHO Û (4) Some parts of the map may appear very underlit. There's reasons. :) Û ECHO Û Û ECHO Û (5) REoL TOUGH is nutoriously known for overkill with ammo. Here's some- Û ECHO Û thing different: THERE'S NOT ENOUGH! Rely on your basic BLASTER, quite Û ECHO Û a LOT! (Intentional, again.) Û ECHO Û Û ECHO Û Û ECHO ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß PAUSE CLS ECHO ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ECHO Û Û ECHO Û Known Boo-boo's: Û ECHO Û ========================================================================== Û ECHO Û (1) SPLOTCHY LIGHTING: I guess there's colors Quake II does not like. Hav- Û ECHO Û ing no OpenGL support, I guessed at some colors, and splotchy lights do Û ECHO Û appear in places, not that badly. I hear OpenGL users MAY NOT get this Û ECHO Û problem, but beware Software users (like myself). Û ECHO Û Û ECHO Û (2) Some monsters do not come right at you when they should, but I left it Û ECHO Û that way. Thought it would be more realistic to have some "stupidity" Û ECHO Û in a monster or two. :) Û ECHO Û Û ECHO Û (3) Unexpected mayhem at the workplace. This hampered progress on this Û ECHO Û project, and may interfere a bit with the next one. Û ECHO Û Û ECHO Û Û ECHO Û Û ECHO Û Û ECHO Û Û ECHO Û What will happen to YOUR computer when the millenium hits? Û ECHO Û Û ECHO ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß PAUSE CLS ECHO ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ECHO Û Û ECHO Û Û ECHO Û Miscellaneous Û ECHO Û -------------------------------------------------------------- Û ECHO Û Editor used for building: Worldcraft 1.5 Winbugs95/No Thought Û ECHO Û Nodebuilder for BSP making: QBSP3, QRAD3, QVIS3, Winbugs95/No Thought Û ECHO Û WAD2 file for textures: The ones WC came with. Û ECHO Û -------------------------------------------------------------- Û ECHO Û Build Times (Using a Packard Bell Legend 300CD (Pentium 60): Û ECHO Û Megs O' RAM: 24 Free HD Space to compile: 168MB Û ECHO Û QBSP3: About 4 minutes, 38 seconds. (Fairly fast.) Û ECHO Û QRAD3: About 52 minutes, 6 seconds, -extra -bounce 40 Û ECHO Û QVIS3: About 97 minutes, 4 seconds, full VIS job. (OUCH!!!) Û ECHO Û ------------------------------------------------------------- Û ECHO Û Number of Brushes: 1,360+ (Enough) Û ECHO Û Number of Entities: 400 or so... Û ECHO Û Single Player: Yes. Multi: 8 Deathmatch: 8 CTF: 0 Û ECHO Û Difficulties Supported: Easy, Medium, Hard Û ECHO Û Additions: None Û ECHO Û Û ECHO Û Û ECHO ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß PAUSE CLS ECHO ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ECHO Û Û ECHO Û Û ECHO Û If you don't know how to set up the directories, or can't get the Û ECHO Û basic principle of running a level, E-mail me at the AOL address. If I Û ECHO Û can NOT help you, try out the following: Û ECHO Û Û ECHO Û [a] 911@idsoftware.com (E-mail) Û ECHO Û [b] Other Quakemeisters you know. E-mail them. Û ECHO Û [c] Know one of the idmeisters? E-mail them! Û ECHO Û [d] Newsgroups, or http://www.idsoftware.com. Û ECHO Û [e] A BBS or Service (AOL, Prodigy, etc.). Û ECHO Û [f] 1-800-id-games (Get your wallet ready!) Û ECHO Û ====================================================================== Û ECHO Û You read enough garbage, and you want to play the level, well GO ON Û ECHO Û AHEAD! It's now time to stop reading, and start enjoying yourself! Û ECHO Û Û ECHO Û THANKS for DL-ing Armageddon for Quake II! More excitement to come! Û ECHO Û Û ECHO Û King REoL TODAY'S MORAL: Green Apple Surprise is not a dessert. Û ECHO Û Û ECHO Û Û ECHO ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß PAUSE CLS ECHO. ECHO. ECHO. ECHO. ECHO. ECHO C'MON! Get going! PLEASE Distribute this freely, in WHOLE! ECHO Due to the fact this ZIP file is stored on a storage device, this ZIP ECHO file is protected by copyright law. CD compilations are allowed, but ECHO MUST contain at LEAST this document for the important information it ECHO contains (otherwise, who'll know what to do?). ECHO. ECHO Thanks for the Cunk, Opie and Anthony! ECHO. ECHO PLEASE tell people about the REoL TOUGH DeatH Site: ECHO http://members.aol.com/georgef551 ECHO. ECHO We now bring you to your Quaking excitement, already in progress.... ECHO. ECHO. ECHO. ECHO. ECHO.